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    3rd E dition, June 2004

    Table of Contents

    Update / Special Rules ......... ......... ......... .......... ......... ......... ......... .......... ......... .... 2

    1.0 T he F irst Day: July 1 ........... ......... .......... ......... ......... ......... .......... ......... ....... 5

    2.0 H err Ridge................................................................................................... 6

    2.0 L ittle Round Top: July 2 ........ ......... ......... ......... .......... ......... ......... ......... ...... 7

    3.0 T he Second Day: July 2......... .......... ......... ......... ......... ......... .......... ......... ...... 8

    4.0 T he T hird D ay: July 3 ................................................................................ 10

    5.0 T he Battle of Gettysburg ......... ......... ......... ......... .......... ......... ......... ......... .. 15

    Credits ............................................................................................................ 15

    R andom Events Table...................................................................................... 20

    Scenario Book 

    #9505

    GMT Games, LLC

    P.O. Box 1308, Hanford, CA 93232-1308

    www.GMTGames.com

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    2 Three Days of Gettysburg Scenario Book

    © 2004 GMT Games, LLC 

    1.0 IntroductionThe Three Days of Gettysburg, 3rd Edition, covers the most famous

    battle of the American Civil War. These Scenario Rules, and the

    GBACW 4.5 Rules, supercede and supplant all rules from the

    original edition.

    All rules below are in addition to the GBACW Rules. If they

    change the rules, such change is noted.

    2.0 ComponentsA complete game of Three Days of Gettysburg contains :

    1 Scenario booklet

    1 Great Battles of the American Civil War Rules booklet

    6 Countersheets

    3 Map sheets

    1 Player Aid Card (11” x 17” )

    1 Union AM Sheet

    1 Confederate AM Sheet

    1 Union Reinforcement Schedule

    1 Confederate Reinforcement Schedule

    1 Gettysburg Turn Track & 2nd Disorder Card

    1 Orders Chart/Terrain Effects Chart Card

    1 10-sided die.

    2.42 Map Scale: Each hex covers 125 yards. Terrain elevation

    changes represent fairly gradual increases in height, usually about

    20 feet. Where the elevation changes are more abrupt, we have so

    noted.

    3rd Edition Maps: For the sake of playability, minor slopes shown

    in the previous map editions have been deleted. Slopes now

    conform to the other games in the GBotACW series.

    4.1 Commanders and Leaders4.13 Cavalry Division Leaders. The divisional cavalry leaders—

    Stuart, Buford, Gregg and Kilpatrick—are each activated sepa-rately, using an Efficiency marker and their Activation Rating, if 

    any. There is no Cavalry Corps commander (in the game).

     HISTORICAL NOTE: Alfred Pleasanton, the Union Cavalry Corps

    commander, stayed at Meade’s side for the entire battle.

    4.3 Artillery Leaders4.34  General Henry Hunt is the Union Artillery Commander

    (formally, its Chief of Artillery). He is treated as if he were a Corps

    Commander, complete with Efficiency DRM, except that he has

    direct control over any/all batteries in his range. The Artillery

    Reserve units usually move when the Union Artillery AM is drawn

    although individual batteries from the Reserve may be attached to

    infantry brigades (5.33).

    4.35 The Confederates have a “corps level”- Artillery Commander

    (Pendleton). The Confederate problem is that he isn’t very good and

    was around mostly for “show.” At any time during the game tha

    both men are on the map, the CSA Player may replace Pendleton

    (Efficiency DRM of –2) with Porter Alexander (No EfficiencyDRM)—he’s already commanding the I Corps Artillery Reserve—

    by undertaking an Efficiency Transfer: 2 AMs spent allows the

    player to:

    • Flip the Pendleton counter to his reverse side (to Alexander a

    Artillery Commander).

    • Flip Alexander’s I Arty Reserve counter to its “replacement” side

     DESIGN NOTE: We have left out the three CSA Corps Artiller

    commanders—Walton, Brown and Walker—because including them

    would add nothing to the game.

    4.36 Artillery AMs are provided for those groups of artillery no

    attached to an infantry/cavalry command. They are used somewhadifferently than regular AM:

    • They may not be used for Efficiency Transfer, either to or from

    • The most Artillery AM that may be available in a single turn i

    ‘3’. (Treat a ‘4’ as a ‘3’).

    PLAY NOTE: It is probably helpful to designate those batteries tha

    will activate under an Artillery AM at the start of the turn with a

    “Arty Reserve” marker.

    5.2 Efficiency5.22 Example of Overall Commander Benefit: Both A.P. Hill and

     Longstreet start a turn in range of Lee. Lee has a ‘1’ Initiativ Rating. He may give that 1 to increase the Corps Efficiency (as pe

    the drawn CE marker), by one, of either Hill or Longstreet, not both

    5.23 Exception: Cavalry Division Leaders of both sides do no

    need a Chain of Command to use their Activation DRM. To tha

    extent, they operate independently.

    Example for the First Day, 0800 Turn: The Union Player draws

    a ‘3’ Corps Efficiency Marker for Buford. As Buford may ac

    independently, that means Buford gets, from the Efficiency Table

    4 AM for the 0800 Turn, as he has an Activation modifier of +1. The

    CSA Player draws a ‘2’ CE for Hill’s Corps (applied to Heth). Heth

    has no Activation modifier, but he is not within range of his Corp

    Commander. He, therefore, gets a reduced AM of ‘1.’

    9.7 Reinforcements9.76 All reinforcements enter through the Staging Area listed in the

    scenario. Staging areas consist of a Direct Entrance hex (the one

    with the road/pike) and several Adjacent Entrance hexes.

    • Units entering from the Direct Entrance hex may use any type o

    Movement/ Orders they wish.

    • Units entering from an Adjacent entrance hex must use Advance

    or Attack Orders.

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    Three Days of Gettysburg Scenario Book

    9.8 Gettysburg Terrain9.81 The Lott’s Ridge Bridge: On Map A, across the RR cut

    between 1522 and 1723, there is a bridge! This is treated like any

    other bridge, with the following exceptions:

    • Units may use this bridge only when moving from 1522 to 1723,

    or vice versa.

    • A unit—or its Extender—may not end movement in hex 1623

    when using the bridge.

    • If there is an enemy unit in the cut in hex 1622, 1623, or 1523, a

    unit may not use the bridge. The bridge has no effect on Line of 

    Sight.

     DESIGN NOTE: The Lott’s Ridge Bridge was only about ten yards

    across; the cut is very narrow here—and incapable of holding more

    than a few men at a time.

    9.82 The Unfinished Railroad.  Construction on the railroad

    stopped when the war broke out. The unfinished railroad is treated

    as a trail.

    9.83 Railroad Cuts. Where railroad construction had cut through

    hills, it had left gorge-like passes: cuts. Railroad cuts have the

    following properties:

    • No unit may enter or exit a Railroad Cut hex unless following

    the path of the unfinished railroad (exception: 9.81).

    • Units in a Railroad Cut hex are considered to be one elevation

    level lower than the predominant elevation of the hex.

    • Units in a Railroad Cut hex can only be fired at by units directly

    adjacent to the hex or by units that have a straight line of sight

    down the unfinished railroad line to the center of the Cut hex.

    • No unit may Shock Assault into or out of a Railroad Cut hex

    unless following the path of the unfinished railroad.

    • Units in a Railroad Cut hex suffer a +2 if fired upon and a –2 if 

    conducting fire. Note that units in a Railroad Cut hex can only

    fire at units that could fire on them (see 3rd bullet above).

    9.84 The Sunken Road (labelled “Long Lane” on map), running

    SW out of Gettysburg on Map B, is treated as a Road for movement

    purposes. The road does have effects on combat, though, because

    it acts like a defensive trench. The defensive benefits for fire given

    on the Terrain Chart, however, do not apply if the target unit is fired

    at along the length of the road. Similarly, artillery units in a Sunken

    Road hex may not fire out of that hex, only along the road at targets

    actually in the road.

    PLAY NOTE: In essence, we’re telling you not to put artillery in the

    Sunken Road.

    9.85  Brooks. The map is criss-crossed with a large number of Brooks, which run through the hex, not along the hexside. These

    brooks have No Effect on anything, with one exception: it costs

    artillery one extra MP (+1 to the cost of the other terrain) to enter

    that hex. Also, note that the game terminology for creeks and

    streams often does not match the local name. Thus, Plum Run is a

    stream, etc.

    9.86 Gettysburg. It is very difficult to move through the town of 

    Gettysburg, except on the roads. The presence of buildings, fences,

    and other annoying terrain, not only slows movement but possibly

    disorders any unit formation cohesion. Town hexes are considered

    one elevation higher than the actual ground elevation for the

    purpose of LOS.

    9.87 Farms. Hexes containing more than one building (other than

    Town hexes) add +1 to movement costs to account for fences, etc

    Farms also have minor benefits for defenders. A hex containing a

    single building has no affect at all on play.

    9.88 Off-map Movement. At the southern end of Map C there are

    several roads/trails that allow players to move from one entry hex

    to another, if they so wish. Players may use these roads/trails to

    either enter as reinforcements or leave the playing area of the map

    No unit may move adjacent to an enemy unit that is using an off-

    map road/trail. This rule is an exception to 9.56.

    10.2 Line of Sight10.23 Gettysburg Town hexes are treated as being one full leve

    higher than the actual hex elevation. A town hex does not block Line

    of Sight if the fire is directed straight down a street or trail.

     EXAMPLE: A unit in B3617 could not fire at a unit in B3916. A uni

    in B3619 could fire at a unit in B3919.

    10.9 Artillery Barrage10.91 Artillery Barrage is a method of combining a large number o

    cannon into one extended fire, whereas such combination is nor

    mally limited to combined fire, 10.63.

    10.92 A player may declare an Artillery Barrage any time he draws

    an Artillery AM. Artillery AM are available only when that Com

    mander (Pendelton/Alexander or Hunt) is on the map. All batteries

    within the Artillery Commander’s Range—adjacency is not neces

    sary if within that range—are eligible to use Barrage.

    PLAY NOTE: The “exception” to 4.22 does apply here, too.

    10.93 When undertaking a phase of Barrage, the batteries may:

    • combine fire as the player wishes (against any one target),• fire twice in that Phase, but

    • fire only at Shot/Shell Range (4+ hexes); and

    • not move that Phase.

    10.94 The usual Ammo Disorder dierolls on the Fire Table do no

    apply to guns firing Barrage. Instead, depending on how much of

    a Barrage, the barraging player must roll the die to check for each

    counter firing. He adds to that DR the number of activations that

    counter has fired that turn. Thus, using a 3rd Artillery AM to

    Barrage will incur a +3 DRM.

    • Union. A dieroll of 9 or more disorders the battery/section. It may

    not fire again that turn, and must be rallied to do so later in the

    game.

    • CSA. A dieroll of 7 or more disorders the battery/section. It may

    not fire again that turn, and must be rallied to do so later in the

    game. Moreover, if the dieroll is higher than ‘9’, that battery/

    section is permanently Disordered. Remove the unit from the

    game.

    10.95 No player may use Barrage in two consecutive turns.

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    12.7 Leader Casualties EXAMPLE: General Hancock, II Corps Commander for the Union,

    is killed. Flipping his counter over, you see that his replacement 

    would normally be General Caldwell. But Caldwell, too, is dead.

    Therefore, the Union player replaces Hancock with Gibbon, 2/II,

    (still using the Caldwell/Replacement side of Hancock’s counter),

    and flips Gibbon to his Replacement side.

     DESIGN NOTE: We have been fairly strict about whose name gets

    to be used as a replacement, attempting to stick as close as possibleto seniority. We have ignored actual events, such as having General

     Newton (3/VI) being placed in charge of the I Corps upon Reynolds’

    death, etc. We apologize for any possible mistakes as to who would 

    actually succeed whom. For those Gettybsurg buffs out there who

    want a bit more “authenticity,” we recommend taking a look at the

    Officer Seniority List in Dave Powell’sThis Hallowed Ground (The

    Gamers).

    14.2 Dismounted Cavalry DESIGN NOTE: CSA cavalry does not have a dismounted status in

    this game.

    14.4 Berdan’s SharpshootersBerdan’s Sharpshooters (Union)—1 US SS

    and 2 US SS (nominally attached to III

    Corps)—are somewhat independent units.

    • They have a Maximum Fire Range of 6, as

    they have specially equipped Breechloaders.

    Therefore, in addition to the normal capa-

    bilities of the Breechloaders, their Maxi-

    mum Fire Range is extended to 6 hexes,

    with a DRM of –2 at that range.

    • The make undertake activations with any one division (each).

    However, they must choose that Division at the start of the turn,

    and they use that Division’s AM to activate.

    • They may Rally themselves, as per 13.4.

    • If Routed they come back under the III Corps.

    14.5 Major General Warren, USAMeade’s Chief of Engineers, Gouverneur Warren, played a fairly

    important part in the last two days of the battle, undertaking a

    variety of command decisions and using his sense of what was

    happening and his initiative to do something about it. To represent

    this, use the following rules (there is no Warren counter):

    For any one turn starting with the first day turn of July 2, at the

    conclusion of any single activation, the Union Player may interruptthe normal flow of play (i.e., activation by AM draw) and declare

    a Warren Phase. He designates any one brigade as instantly acti-

    vated, with all in-command units of that brigade undertaking

    whatever actions the player feels necessary (and are allowed).

    • This activation is in addition to what that brigade will get from his

    Divisional AM.

    • Nothing the unit does earns that brigade Fatigue during the

    Warren Phase.

    • However, no brigade may be so chosen that it will undertake 5

    activations in a turn.

    14.6 Major General Trimble, CSAIsaac Trimble, recently hors de combat after Chancellorsville

    reported to Lee’s HQ just in time for Gettysburg. However, he had

    no command. He was, essentially, a spare commander, who spen

    the early part of the battle second-guessing Ewell.

    Trimble may be used to replace any Corps (front side of counter) or

    Division Commander (reverse side) as needed.

    14.7 Conditional Cavalry ReinforcementsThe Master Reinforcement Schedule allows both players to choose

    which, if any, cavalry units will participate in the July 3rd cavalry

    battle which occurred to the east of the map area. This applies only

    to the Campaign Game, as the historical usage of these units is

    presented in the individual day scenarios.

    14.71 On or before the 0900 turn of July 3rd, the CSA player mus

    decide whether to withhold cavalry brigades scheduled to arrive

    and/or to withdraw those that have arrived. The CSA player has four

    (4) brigades from which to choose:

    • Jenkins’ Brigade (arrives July 1, 1900)

    • Fitz. Lee’s Brigade (arrives July 2, 1600)

    • Chambliss’ Brigade (arrives July 2, 1600)

    • Hampton’s Brigade (arrives July 3, 0700)

    Imboden’s Brigade may not be so chosen. (See below)

    With each brigade selected, one of the Confederate horse artillery

    batteries (Breathed, Griffin, Hart, and/or McGregor) must accom

    pany that brigade (1 battery per brigade).

    14.72 Confederate cavalry withheld are simply not brought on as

    reinforcements. Cavalry designated to be withdrawn must be so by

    the 1200 game-turn of July 3rd. A Brigade may not be withdrawn

    if any of its units (including the designated battery) is adjacent to an

    enemy combat unit or cannot trace a path of hexes clear of enemy

    units/ZOCs to Entry Areas 8 or 9. To withdraw simply remove the

    units from the map.

    14.73 During the 1300 game-turn of July 3rd, the Union player may

    withhold any one or more of his Cavalry brigades (due to arrive a

    1300, 1400 or 1500). With each brigade withheld, one of the

    conditional horse artillery batteries must accompany that brigade (1

    battery per brigade).

    General G. K. Warren at the signal station on Little Round Top.

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    Three Days of Gettysburg Scenario Book

    Buford’s Brigades (Devin and Gamble), or their substitutes (see

    note [c] on the Reinforcement Schedule), may not be included.

    14.74 If both sides have chosen an equal number of cavalry brigades

    as being withheld/withdrawn, as above, all of those units are out of 

    the game, and there is no further effect.

    14.75 If one side withholds/withdraws more brigades than the

    other, that player may, if he wishes, return, as a Reinforcement, that

    number of brigades (in excess of those withdrawn by the other

    player), in any turn starting with the 1700 July 3rd turn, as follows:

    • The CSA player may bring his cavalry back through Entry Areas

    9 or 10, with all units entering through the same area.

    • The Union player may bring his cavalry back through Entry

    Areas 8 or 9, with all units entering through the same area.

    14.76 The player must check for any units returning, as per 14.75,

    to see whether they suffered any casualties. Roll the die once,

    treating the 0 as a 10. The result is the number of cavalry SPs lost

    off-map. The player immediately apportions these losses among

    the returning units, as he sees fit.

     DESIGN NOTE: This rule recreates the off-map cavalry battle

    (Low Dutch Road) that took place between 1300 and 1700 on July

    3rd, as the Union cavalry stopped Stuart from flanking the Union

     Army .

    14.77 Imboden’s Cavalry. John D. Imboden’s 7th Cavalry, nomi-

    nally attached to Stuart but somewhat used to operating on its own,

    was not present at the actual battle. But they could have been. Thus,

    these units are not available unless activated by a Random Event.

    However, Imboden is always under Advance Orders and he cannot

    change these, or have them changed.

    18.0 Random Events (Optional)Players wishing to add a touch of the unexpected, may use this rule

    to add the possibility of having some events (they run the gamut

    from Reality to Fiction) tangentially affect play.

    There is a Random Event marker. It is not available for use until the

    1000 Game-Turn on July 1st. It is available for all Day, Dawn and

    Dusk Turns (not Night Turns) thereafter. If you wish to use Random

    Events, simply place the RE Marker in the Pool with the other AMs

    at the beginning of each turn.

    When the RE Marker is drawn, the drawing player rolls the die:

    • 0–2, the Union Player rolls on the RE Table

    • 3–5, the CSA Player rolls on the RE Table• 6–9, no one rolls; No Event; False Alarm.

    Moreover, if the RE marker is the last marker selected in a turn,

    ignore it.

    The Random Events Table—and the events therein—are (we hope)

    self-explanatory. If the event is inapplicable, treat as No Event.

    1.0 The First Day: July 1

    This scenario presents Lee with his finest opportunity to win thebattle. By midday, he outnumbers the arriving Union forces, and

    (unlike Lee) the Confederate Player knows what’s going on.

    1.1 MapsAll three maps are used.

    1.2 Game Length /Playing TimeThis scenario starts with the July 1, 0700 turn and ends at the

    conclusion of the 2000 turn of that day. It should take about two

    days of gaming to complete.

    1.3 BalanceThe Confederate Player is favored to win here, although he doeshave to take some difficult objectives.

    1.4 First Turn InitiativeThe CSA Player automatically has the Initiative for the 0700 turn

    1.5 Initial DeploymentNote: Players may face their units in any direction they wish.

    Initial Confederate DeploymentAll units start on the A Map, under Advance Orders (except Davis

    Brigade which starts under March Orders). The CSA Player re-

    ceives 2 AMs for Heth for the 0700 turn; after that, he rolls.

     Hexes Units

    1332 to 1634 ............. Pegram’s Artillery Reserve (Crenshaw,

    Fredericksburg, Letcher, PeeDee, Purcell

    batteries); Pegram, Heth (He/III)

    Pegram’s Artillery Reserve begins the

    game attached to Heth’s Division.

    The Scenarios

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    1824 .......................... 5 AL regiment (Archer’s brigade/He/III)

    On Road (1627-1429):. Archer’s Brigade (He/III), minus 5 AL;

    Archer

    On Road (1330-1133): . Davis’ Brigade (He/III) minus the 11 Miss

    regiment, Davis. All units in Extended

    Column—under March Orders.

    Initial Union DeploymentAll units start under Advance Orders. The USA Player receives

    2 AMs for Buford for the 0700 turn; after that, he rolls.

     Hexes Units

    W/i 1 hex of B3424

    1 counter per hex: ..... Devin’s Cavalry Brigade (minus 3WV

    regiment[a]) (2/1/Cav), Devin; Mounted

    W/i 1 hex of A2314: . 8 IL Cavalry (2 units) (1/1/Cav). Mounted

    or Dismounted, player’s choice

    A3005 ....................... A, 2US Battery (2nd Horse Arty, 1/1/Cav)

    A2703 ....................... 3 IN cavalry regiment. Mounted.

    W/i 1 hex of A3005 .. Gamble’s Cavalry Brigade, (minus 3 IN

    and the 8 IL) (1/1/Cav); 3 WV regiment

    [a] (2/1/Cav). Gamble, Buford. Mounted.

    [a] The 3rd West Virginia regiment was not “combat ready.” It

    starts the game stacked with Buford, with the following restrictions:

    • It may not dismount.

    • It may not charge.

    Remember, players don’t add the Random Event chit to the AM

    pool until the 1000 turn.

    1.6 Reinforcements

    As per the Master Reinforcement Schedules

    1.7 VictoryTo win, the CSA Player must control (occupies or last to occupy)

    the following hexes at the end of the 2000 game-turn:

    • Gettysburg (B3821, 3827, 3818)

    • Culp’s Hill (B5013 and 5014)

    • Cemetary Hill (B4721 and 5020)

    However, even if the CSA Player achieves his geographical objec-

    tives, if he has more Divisions Ineffective [13.3] than the Union has:

    • 1 more, it is a draw

    • 2 more, it is a Union win, regardless of what the Confederateholds.

    If the CSA fails to hold all three geographical objectives, the Union

    wins, regardless of relative losses.

    2.0 HERR’S RIDGE

    2.1 MapsOnly A Map is used.

    2.2 Game Length and Playing TimeThis is the shortest scenario in the box. It starts with the July 1, 0700

    turn and ends at the conclusion of the 1000 turn (which is about

    when Union I Corps would have made its presence definitively

    felt). It should take a couple of hours to play.

    2.3 BalanceThe Union player is slightly favored here, as it is not that easy to ge

    Heth’s division rolling.

    2.4 First Turn Initiative

    The CSA Player automatically has the Initiative for the 0700 turn

    2.5 Initial DeploymentUse the 1st Day Initial Deployment for both sides

    Activations: Heth and Buford have only 2 possible Activations in

    the 0700 turn, and only 3 in the 1000 turn.

    2.6 ReinforcementsUse Confederate Reinforcements only, per the CSA Master Rein-

    forcement Schedules. Union reinforcements are not used.

    2.7 Victory

    The CSA player wins if he controls (occupies or last to occupy) both2512 (Herr’s Tavern) and 3517 at the end of the 1000 game-turn

    Otherwise, the Union wins.

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    Three Days of Gettysburg Scenario Book

    3.0 Little Round Top: July 2This is the key micro-battle of the entire engagement, with Lee

    seeking to turn the Union flank, only to be held off by the remark-

    able defense of the 20th Maine, et al.

    3.1 MapsOnly the “C” map is used. In order to not have to use the other two

    maps, we have “eliminated” the action at the Peach Orchard. Weconcentrate, herein, on the Wheatfield and the Round Tops. There-

    fore, no units may move into or north of the 12xx row, excluding

    arriving Union reinforcements, which may do so only to move

    through them. Exception, Eschleman’s artillery may use the road

    they start on to 1239, but must then take the trail to the southeast.

    3.2 Game Length/Playing TimeThis scenario starts with the July 2, 1600 turn and ends at the end

    of the July 2, 1900 turn. It should take about 6 hours to play.

    3.3 BalanceThis is a very tough hoe for the rebels, mostly because the terrain

    is so difficult.

    3.4 First Turn InitiativeThe CSA Player automatically has the Initiative for the 1600 turn.

    3.5 Initial DeploymentAll units are at full strength. Players may face their units in any

    direction they wish.

    All units may be given whatever Orders their Player wishes.

     Note: Do not use Fatigue for this scenario.

    Confederate Deployment Hex Units

    3 hexes of, and west of Semmes’ and Kershaw’s brigades

    a woods hex between from McLaws Division [a ]; all

    1437 and 1935 batteries in Cabell’s artillery, minus 1

    Richmond battery (2 units);Longstreet

    3 hexes of, and west of, All units and leaders in Hood’s

    a woods hex between Division, including his artillery.

    2035 and 2833

    Within 1 hex of 1141 All batteries of Eshleman’s artillery

    (6 units + Eshleman)

    [a] = McLaws, himself, is directing the Peach Orchard attack and

    is not available. Because McLaws is off-map, the Confederate

    player may ignore his lack of presence when determining those

    brigades’ AM for the turn, as long as they are within Longstreet’

    range. If not, treat as if McLaws was out of Longstreet’s range.

    Union Deployment Hex Units

    1327 ............................... 9 MA (1/Vol.) battery

    1424 ............................... D, 1 NY (III) battery

    1525 ............................... Birney (1/III), Randolph (III arty)

    Within one hex of 1627 . 3/1/III

    1924, 2024, 2122 2123

    2124 ............................... 2/1/III

    2124 ............................... 4 NY (III) battery

    2624 ............................... 2 US SS regiment

    3.6 Reinforcements

    Union ReinforcementsTurn Hex Units

     a 1015 or 1019 3/1/V; D, 5 US (V) battery

     b 1015 or 1019 1/1/V and 2/1/V (minus 9 MA)

    Barnes; C/F, 1 PA (1Vol.) battery

    Sykes [V]

     c 1015 or 1019 2/V, all infantry units; V Corps Artil

    lery (minus D,5 US); Ayres, 2 Conn(2/Vol) battery (both units)

     d 1006 3/V, all infantry units; Crawford

     1700 1019[e] 1/II, all infantry units; Caldwell

    Meade (AoP)

     1840 1015 6 ME (4/ Vol.) battery

     1900 1015 3/3/VI

     1920 1015 2/1/XII (minus 1Md ES)

    Union Reinforcement Entry.

    ‘a’ enters 1600 with 2 AM‘b’ enters 1600 with 1 AM

    ‘c’ enters 1700 with no AM limit

    ‘d’ enters 1700 with no AM Limit

    ‘e’ The 1700 1/II reinforcements enter after the ‘c’ reinforcement

    if they choose the same entrance hex.

    The Union Artillery Reserve batteries may be assigned to any

    division or brigade the player wishes, as they enter (or at the start)

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    3.7 Special RulesUnion Command Situation: Even though there is no Union corps

    leader at the start of the game, all Union units are considered in

    command for the duration of the scenario.

    Major General Warren, USA: Use rule 14.5.

    3.8 VictoryThe CSA Player must occupy hexes 2118 and 2219 (Little Round

    Top) at the end of the game to win. Otherwise, the Union player wins.

    4.0 The Second Day: July 2The first day of the battle had gone well for the CSA, even when

    considering their failure to push the Union right from their positions

    at day’s end. The second day, which loomed as a possible break-

    through towards achieving Lee’s strategic goals, dawned auspi-

    ciously but ended up as a big disappointment. While Longstreet

    argued for more maneuvering, Lee opted for a slam-bang attack,

    headed by a sweeping flanking drive by two of Longstreet’s

    divisions against what appeared to be a non-existent Union left; a

    classical, almost text-book turning maneuver of the era.

    Well, as we know, it didn’t work, mostly because the attack didn’t

    get off until late in the afternoon, allowing Meade to strengthen his

    position. And when it did get going, it was more of a rolling attack,

    right-to-left, than an all-out assault. Bad coordination and, perhaps,

    a subconscious reluctance on Longstreet’s part, doomed the day to

    failure and virtually sealed the fate of the war in the east.

    You, as the Confederate gamer, will now have the chance to see

    what you could do with the opportunity placed before you.This scenario, while long, is a fairly evenly matched, attack-

    oriented battle, conveying much of the spirit of the game.

    4.1 MapsAll three maps are used.

    4.2 Game Length/Playing TimeThis scenario starts with the July 2, 0500 turn and continues until

    the end of the July 2, 1900 turn. This is a long scenario, covering

    about 30-40 hours of playing time.

    4.3 BalanceMuch depends on what the Confederate plan is, but the Union has

    position, and that gives them the edge.

    4.4 First Turn InitiativeThe CSA Player automatically has the Initiative for the 0500 turn

    4.5 Initial Deployment

    All units may be given whatever Orders their Player wishes.All units are listed by brigade, and all regiments in that brigade se

    up within one hex of the hex listed. Players may face their units in

    any direction they wish.

    Previous Losses/Replacement LeadersCertain brigades have suffered losses from the First Day’s action

    These losses are listed as “PL-#”, the number being the number of

    SP’s by which the brigade must be reduced. To make things easier

    simply divide the losses as evenly as possible amongst the regi-

    ments present from that brigade, giving any “extras” to the bigger

    units. If such “even distribution” would eliminate a unit, leave tha

    unit at 1 SP and distribute the losses to other regiments, unless it is

    specifically indicated that a unit has been “eliminated.”

     EXAMPLE: Pettigrew’s brigade has suffered losses of 18 SP’s

    This means that the 11 NC and the 26 NC will each be reduced by

    5 SP each (to 7 and 12 SP’s), and the other two regiments by 4 SPs

    to a strength of 7 SP.

    Where a brigade has been so reduced that it is Ineffective it is noted

    as “ [Brigade Ineffective] ” .

    Where a leader has been replaced it is so noted. E.g., Iverson

    (Repl).

    Confederate Deployment

     Hex Units

    B3531 ...........................Lee, Longstreet (I), Hill (III)

    B3413 ...........................Ewell (II)

    B3305 ...........................Johnson

    W/i 1 hex of B3701 ......Walker’s brigade (Johnson)

    W/i 1 hex of B3703 ......Steuart’s brigade (Johnson)

    W/i 1 hex of B3505 ......Williams’ brigade (Johnson)

    W/i 1 hex of B3705 ...... Jones’ brigade (Johnson)

    W/i 2 hexes of B3305 ... Latimer’s Artillery bn. (7 units) (Johnson)

    B3413 ...........................Early; 1 Md Cavalry (part of 1/Cav)

    W/i 1 hex of B3108 ...... Gordon’s brigade (Early) [PL-7SP]

    W/i 1 hex of B2905 ......Smith’s brigade (Early)

    W/i 1 hex of B4015 ......Avery’s brigade (Early) [PL-2SP]

    W/i 1 hex of B3916 ......Hayes’ brigade (Early)

    W/i 2 hexes of B3219 ... Jones’s Artillery bn. (5 units) (Early)

    (Charlottesville battery minus 1 gun);

    B3725 ...........................Rodes

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    W/i 1 hex of B3921 ......Doles’ brigade (Rodes) [PL-4SP]

    W/i 1 hex of B3924 ...... Iverson’s brigade (Rodes) [PL-15 SP];

    Iverson (Repl) [Brigade Ineffective]

    W/i 1 hex of B3927 ...... Ramseur’s brigade (Rodes) [PL-3SP]

    W/i 1 hex of B3328 ...... O’Neal’s brigade (Rodes) [PL-10SP];

    O’Neal (Repl)

    W/i 1 hex of B3530 ...... Daniel’s brigade (Rodes) [PL-13SP]

    W/i 2 hexes of B3021 ... Carter’s Artillery bn. (6 units).

    W/i 1 hex of B2415 ...... Jenkins’ 4th Cavalry brigade.

    B4333 ...........................Pender

    W/i 1 hex of B4433 ......Lane’s brigade (Pender) [PL-1SP]

    W/i 1 hex of A4802 ......Thomas’ brigade (Pender)

    W/i 1 hex of A4403 ...... Perrin’s brigade (Pender) [PL-12SP]

    W/i 1 hex of A4804 ...... Scales’ brigade (Pender) [PL-5SP];

    Scales (Repl)

    W/i 2 hexes of B4333 ... Poague’s Artillery bn. (9 units) (Pender)

    A2808 ...........................R. Anderson

    W/i 1 hex of A2909 ...... Wilcox’s brigade (Anderson)

    W/i 1 hex of A2811 ......Lang’s brigade (Anderson)

    W/i 1 hex of A2613 ...... Wright’s brigade (Anderson)

    W/i 1 hex of A2610 ......Posey’s brigade (Anderson)

    W/i 1 hex of A2410 ...... Mahone’s brigade (Anderson)

    W/i 2 hexes A2810 ....... Lane’s Artillery bn. (8 units) (Anderson)

    A3415 ...........................Pettigrew (as Division Commander,

    replacing Heth)

    W/i 1 hex of A3014 ...... Davis’ brigade (Heth) [PL-15SP]

    W/i 1 hex of A3214 ......Brockenbrough’s brigade (Heth) [PL-2SP]

    W/i 1 hex of A3315 ...... Pettigrew’s brigade (Heth) [PL-18SP];

    Pettigrew (Repl)

    W/i 1 hex of A3515 ...... Archer’s brigade (Heth) [PL-3SP];

    Archer (Repl)

    W/i 2 hexes of B3732 ... Garnett’s Artillery bn. (9 units) (Heth)

    W/i 2 hexes of B4331 ... McIntosh’s Artillery bn. (6 units) (III/ 

    Res) [2 Rockbridge minus 1 gun];

    W/i 2 hexes of B4131 ... Pegram’s Artillery bn. (8 units) (III/ 

    Res) [Pee Dee minus 1 gun]

    W/i 2 hexes of B3125 ... Nelson’s Artillery bn. (6 units) (II/Res)

    W/i 2 hexes of B3633 ... Dance’s Artillery bn. (6 units) (II/Res);

    Union Deployment Hex Units

    B5521 ...........................Meade, Hunt

    B5314 ...........................Wadsworth (1/I)

    W/i 1 hex of B5015 ...... 1/1/I [PL-23SP] [a] Meredith (Repl)

    W/i 1 hex of B5013 ...... 2/1/I [PL-20SP]

    B5319 ...........................Robinson (2/I)

    W/i 1 hex of B5220 ...... 1/2/I [PL-19SP] [b] Paul (Repl)

    W/i 1 hex of B5419 ...... 2/2/I [PL-14SP]

    B5422 ...........................Doubleday (I Corps Repl)[c], Rowley

    (3/I Repl)  Division Ineffective

    W/i 1 hex of B5523 ...... 1/3/I [PL-17 SP]; Rowley (Repl) Brigade Ineffective

    W/i 1 hex of B5322 ...... 2/3/I [PL-18 SP] Brigade Ineffective;

    Stone (Repl)

    W/i 1 hex of B5825 ...... 3/3/I;

    I Corps Artillery:

    B5221 ........................ 2 ME battery (minus 3 guns)

    B5116 ........................ 5 ME battery

    B5019 ........................ E-L/1 NY battery (minus 1 gun);

    Wainwright

    B4919 ........................ B/1 PA battery (minus 1 gun)

    B4921 ........................ B/4 US battery (minus 2 guns)

    B6719 ...........................Sickles (III)

    W/i 1 hex of B6719 ...... 1 US SS and 2 US SS regiments

    B6820 ...........................Birney (1/III)

    W/i 1 hex of B7020 ...... 1/1/III

    W/i 1 hex of C1214 ...... 2/1/III

    B6620 ...........................Humphreys (2/III)

    W/i 1 hex of B6221 ...... 1/2/III

    W/i 1 hex of B6520 ...... 2/2/III

    W/1 2 hexes B6720 ......Randolph; III Corps Artillery (minusD/1NY and 4 NY batteries)

    B5020 ...........................Howard (XI); v.Gilsa (Barlow’s Repl

    as 1/XI Division Commander), v.

    Steinwehr (2/XI), Schurz (3/XI)

    W/i 1 hex of B4719 ...... 1/1/XI [PL-5 SP]; v. Gilsa (Repl)

    W/i 1 hex of B4519 ...... 2/1/XI (25 Ohio is eliminated); [PL-

    15SP] Brigade Ineffective

    W/i 1 hex of B5222 ...... 1/2/XI (154 NY is eliminated); [PL-

    12SP] Brigade Ineffective

    W/i 1 hex of B4922 ...... 2/2/XI

    W/i 1 hex of B4920 ...... 1/3/XI [PL-15SP] Schimmelfennig (Repl)

    W/i 1 hex of B4621 ...... 2/3/XI [PL-14SP]

    XI Corps Artillery:

    B5021 ........................ 13 NY (minus 1 gun)

    B4620 ........................ I/1 NY (minus 1 gun)

    B4821 ........................ I/1 Ohio; Osborn

    B5715 ........................ K/1 Ohio (minus 2 guns)

    B4920 ........................ G/4US

    B6511 ...........................Slocum (XII)

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    B6704 ...........................Williams (1/XII)

    W/i 1 hex of B6704 ......1/1/XII (minus 3 Md)

    W/i 1 hex of B6501 ......3/1/XII

    C1717 ...........................Geary (2/XII)

    W/i 1 hex of C2118 ......1/2/XII

    W/i 1 hex of C1717 ......2/2/XII

    W/i 1 hex of C1617 ......3/2/XII

    W/i 2 hexes of B6410 ....... XII Corps artillery; Muhlenberg

    C1432 ...........................Buford (1/Cav); A/2 US battery

    W/i 1 hex of C1332 ......1/1/Cav (Mtd) [PL-1SP]

    W/i 1 hex of C1329 ......2/1/Cav (Mounted)

    [a] = The Iron Brigade, 1/1/I, is Ineffective. Give the 24 MI 6 SP

    losses and distribute the rest of the SP losses so that all regiments

    are collapsed.

    [b] = The 1/2/I is  Ineffective. Give the 94 NY 5 SP losses and

    distribute the rest of the SP losses so that all regiments are collapsed.

    [c] = Historically, Newton took command of I Corps and Doubleday

    retained control of his 3rd Division.

    Breastworks(21) are in the following hexes on the “B” map (only),

    faced in any direction the Union player wishes:

    5122, 5022, 4921, 4821, 4720, 4820, 4919, 5019

    4521, 4520, 4620, 4719, 4819, 4918, 5113, 5114

    5115, 5116, 5014, 5013**

    ** Place two breastworks in this hex to cover all four sides of the

    “angle”.

    Breastworks may be built per normal rules.

    4.6 ReinforcementsUnits arrive as per the Master Reinforcement Schedule

    4.7 VictoryPlayers gain victory points by capturing objectives. Hexes must be

    occupied at end of the game; if an objective has more than one hex,

    all listed hexes must be occupied.

    Objective Union CSA

     Culp’s Hill: (B5013 and 5014) 3 4

     Cemetary Hill (B4720, 5020 and 5323) 5 7

     Hexes B6920, B7021, and C1115 1 ea 1 ea Little Round Top (C2118 and 2219) 4 6

     Enemy Brigade Ineffective ** 1 1

    ** This includes those already Ineffective at the start of the

    scenario.

    The Player with the most points wins; the bigger the margin, the

    bigger the win.

    5.0 The Third Day, July 3Personally, we feel the battle was lost on the second day. By the 3rd

    the Union army was dug-in in positions from which it would have

    been difficult for Lee to drive them out, even had Lee had more men

    which he didn’t. Even worse, he had fewer guns and a dwindling

    supply of ammunition.

    Still, there are many of you who want to see if it can be done, so, for

    those of you seeking to get Field Command at the Somme, Verdun

    Ypres, and a whole host of similarly bad places, we give you this

    rather depressing exercise in mass slaughter.

    5.1 MapsAll three maps are used.

    5.2 Game Length/Playing TimeThis scenario starts with the July 3, 1300 turn and continues unti

    the conclusion of the July 3, 1900 game-turn. Although it’s only

    some 7 turns in length, given the sheer number of counters, this

    scenario should take about 25 hours to complete.

    5.3 BalanceHeavily favors the Union. However, both armies are pretty beat up

    with many brigades quite near Ineffectiveness. This could be a

    factor in victory.

    5.4 First Turn InitiativeThe CSA Player automatically has the Initiative for the 1300 turn

    5.5 Initial DeploymentAll units may be given whatever Orders their Player wishes.

    All units are listed by brigade. As most of the deployments are ofthe “within one hex” type, we start the scenario a little before the

    actual attack took place to allow you to do some last minute

    maneuvering into place. Players may face their units in any direc-

    tion they wish.

    Previous Losses/Replacement Leaders

    Certain brigades have suffered losses from the previous two days

    action. These losses are listed as “PL-#”, the number being the

    number of SP’s by which the brigade must be reduced. To make

    things easier, simply divide the losses as evenly as possible amongs

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    the regiments present from that brigade, giving any “extras” to the

    bigger units. If such “even distribution” would eliminate a unit,

    leave that unit at 1 SP and distribute the losses to other regiments,

    unless it is specifically indicated that a unit has been “eliminated”.

     EXAMPLE: Pettigrew’s brigade has suffered losses of 18 SP’s.

    This means that the 11 NC and the 26 NC will each be reduced by

    5 SP each (to 7 and 12 SP’s), and the other two regiments by 4 Sps,

    to a strength of 7 SP.

    Where a brigade has been so reduced that it is Ineffective it is noted

    as “[Brigade Ineffective]”.

    Where a leader has been replaced it is so noted. E.g., Iverson (Repl).

    Confederate DeploymentCSA Artillery

     Hex Units

    C3034 ....................... Rowan’s battery (3 units) (Henry/Hood)

    [minus 1 TB gun]

    C2934 ....................... German Battery (1 unit) (Henry/Hood)

    C1438 ....................... Palmetto Battery (2 units) (Henry/Hood)

    C1329 ....................... Branch battery (3 units) (Henry/Hood)

    [minus 1 N gun]

    C3036 ....................... Hart’s Horse Artillery (Beckham/Cav)

    C1229 ....................... Madison’s and Brook’s [minus 1 gun]

    batteries (2 units) (Alex/I Corps Res)

    C1128 ....................... Bedford battery (1 unit); Parker’s battery

    (2 units) (Alex/I Corps Res)

    C1029/B7034 ............ Taylor battery (1 unit) (Alex/I Corps Res)

    B6933 ....................... 3rd Wash LA battery (1 unit) (Eshleman/ I

    Corps Res)

    B6331 ....................... 1st Wash LA battery (1 unit), 2nd Wash

    LA battery (2 units) (Eshleman/1 Corps

    Res)

    A6807 ....................... Sumter B battery (2 units) (Lane/Ander-

    son)

    A5101 ....................... Sumter A battery (4 units) and Sumter C

    battery (2 units) (Lane/Anderson)

    B6532 ....................... Fayette (2 units) and Fauqier (2 units)

    batteries (Dearing/Pickett)

    B6432 ....................... Lynchburg (1 unit) and Hampton (3 units)

    batteries (Dearing/Pickett)

    A5806 ....................... Huger (3 units) and Norfolk (2 units)

    batteries (Garnett/Heth)

    A4704 ....................... Donaldsville (2 units) and Lewis (2 units)

    batteriers (Garnett/Heth)

    B6834 ....................... 4th Wash LA battery (2 units) (Eshleman/ 

    1 Corps Res); Ellis’s battery (2 units)

    (Cabell/McLaws)

    A6701 ....................... Pulaski battery (2 units), 1st Richmond

    Howitzers (2 units) (Cabell/McLaws)

    B5834 ....................... Ashland battery (2 units, Alexander/1

    Corps Res); Troup battery (2 units,

    Cabell/McLaws)

    B5733 ....................... Madison battery (2 units) (Poague/Pender)

    A5404 ....................... Charlotte (2 units) and Brooke (2 units)

    batteries (Poague/Pender)

    A5202 ....................... Albemarle battery (3 units) (Poague/ Pender)

    B5133 ....................... Fredericksburg battery (2 units) (Pegram/ 

    III Corps Res)

    B5033 ....................... Crenshaw battery (2 units) (Pegram/ III

    Corps Res)

    B4932 ....................... Pee Dee battery (1 unit) (Pegram/ III

    Corps Res) [minus 1 gun]

    B4832 ....................... Purcell battery (1 unit) (Pegram/ III Corps

    Res)

    B4732 ....................... Letcher battery (2 units) (Pegram/ IIICorps Res)

    B4632 ....................... 2nd and 3rd Richmond Howitzers (1 unit

    each) (Dance/II Corps Res)

    B4531 ....................... Salem battery (2 units) (Dance/II Corps

    Res)

    B4031 ....................... Powhatan battery (1 unit) (Dance/II Corps

    Res)

    B3806 ....................... 1 Rockbridge battery (1 unit) (Dance/II

    Corps Res)

    B4432 ....................... Danville battery (1 unit) (McIntosh/III

    Corps Res)

    B4331 ....................... 2nd Rockbridge battery (1 unit) (McIn-

    tosh/III Corps Res) [minus 1 gun]

    B4232 ....................... Hardaway battery, Section ‘a’ (1 unit)

    (McIntosh/III Corps Res)

    B2129 ....................... Hardaway battery, Section ‘b’ (1 unit)

    (McIntosh/III Corps Res)

    B4131 ....................... Johnson’s battery (2 units) (McIntosh/III

    Corps Res)

    B3431 ....................... Jeff Davis battery (1 unit), Orange battery

    (2 units) (Carter/Rodes)B3231 ....................... King William battery (2 units) (Carter/ 

    Rodes)

    B2924 ....................... Morris battery (1 unit) (Carter/Rodes)

    B3221 ....................... Staunton battery (1 unit); Charlottesville

    battery (1 unit) [minus 1 gun] (Jones/ 

    Early)

    B3220 ....................... LA Guard battery (2 units), Courtney

    battery (1 unit) (Jones/Early)

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    B4307 ....................... Fulvanna (2 units) and Amherst (2 units)

    batteries (Nelson/II Corps Res)

    B4407 ....................... Milledge battery (2 units) (Nelson/II

    Corps Res)

    B4708 ....................... 1st MD battery (1 unit) (Latimer/Johnson)

    B4707 ....................... Alleghany battery (2 units) (Latimer/ 

    Johnson)

    B4706 ....................... Chesapeake battery (1 unit), Lee battery(3 units) (Latimer/Johnson)

    ARTILLERY COMMANDERS: CSA Artillery commanders must

    be set up with any unit of their command.

    CSA Infantry

    B3432 ....................... Lee (ANV)

    A6503 ....................... Longstreet (I)

    C2526 ....................... Law (As Hd/I Division Commander

    Replacing Hood)

    W/i 1 hex of C3134 .. G. Anderson’s brigade [PL-14SP]

    W/i 1 hex of C2734 .. Law’s brigade [PL-9SP] (Law’s Repl)

    W/i 1 hex of C2634 .. Robertson’s brigade [PL-10SP]

    W/i 1 hex of C2225 .. Benning’s brigade [PL-9SP]

    C1530 ....................... McLaws (Mc/I)

    W/i 1 hex of C1926 .. Semmes’ brigade [PL-7SP] (Semmes’

    Repl)

    W/i 1 hex of C1331 .. Kershaw’s brigade [PL-12SP]

    W/i 1 hex of C1031 .. Wofford’s brigade [PL-6SP]

    W/i 2 hexes C1025 ... Barksdale’s brigade [PL-13SP]

    (Barksdale’s Repl)

    A5805 ....................... R. Anderson (An/III)

    W/i 1 hex of A6202 .. Wilcox’s brigade [PL-12SP]

    W/i 1 hex of A6003 .. Lang’s brigade [PL-5 SP]

    W/i 1 hex of A5806 .. Wright’s brigade [PL-14SP]

    W/i 1 hex of A5004 .. Posey’s brigade

    W/i 1 hex of A4602 .. Mahone’s brigade

    A6206 ....................... Pickett (Pk/I)

    W/i 1 hex of A6204 .. Kemper’s brigade

    W/i 1 hex of A5904 .. Armistead’s brigade

    W/i 1 hex of A5903 .. Garnett’s brigade

    A5205 ....................... Hill (III), Pettigrew (He/III) (Division

    commander Replacing Heth)

    W/i 1 hex of A5705 .. Archer’s brigade [PL-3SP] (Archer’s

    Repl)

    W/1 1 hex of A5303 . Pettigrew’s brigade [PL-18SP]

    (Pettgrew’s Repl)

    W/i 1 hex of A5103 .. Davis’ brigade [PL-15SP]

    W/i 1 hex of A4902 .. Brockenbrough’s brigade [PL-2SP]

    A5204 ....................... Perrin (Pn/III) (Division Commander

    Replacing Pender)

    W/i 1 hex of A5607 .. Scales’ brigade [PL-5SP] (Scales’ Repl)

    W/i 1 hex of A5305 .. Lane’s brigade [PL-1SP]

    B5128, 5129,

    5028,5029 ................. Thomas’ brigade

    B4927, 4928, 4827,

    4828, 4727 ................ Perrin’s brigade [PL-12SP]

    B3826 ....................... Rodes (Rd/II)

    B4726, 4626, 4627 ... Ramseur’s brigade [PL-3SP]

    B4525, 4526 ............. Iverson’s brigade [PL-15 SP]; Iverson

    (Repl) [Brigade Ineffective]

    B4425, 4426,

    4324, 4325 ................ Doles’ brigade [PL-4SP]

    W/i 1 hex of B5210 .. O’Neal’s brigade [PL-13SP] (O’Neal

    Repl)

    W/i 1 hex of B5209 .. Daniel’s brigade [PL-20SP; the 2 NC Bn

    has been eliminated and is not included in

    the PL#)

    B3413 ....................... Ewell (II); 1 MD Bn Cav (I/Cav)

    B3717 ....................... Early (Ea/II)

    W/i 1 hex of B4023 .. Hays’ brigade [PL-5SP]

    W/i 1 hex of B4020 .. Avery’s brigade [PL-8SP] (Avery Repl)

    W/i 1 hex of B4017 .. Gordon’s Brigade [PL-8SP]

    W/i 1 hex of B5609 .. Smith’s brigade [PL-1SP]

    B4909 ....................... Johnson (Jn/II)

    W/i 1 hex of B4712 .. Walker’s brigade [PL-5SP]

    W/i 1 hex of B4910 .. Jones’ brigade [PL-10SP]

    W/i 1 hex of B5009 .. Williams’ brigade [PL-9SP]

    W/i 1 hex of B5410 .. Steuart’s brigade [PL-14SP]

    C2837 ....................... 1 SC Cavalry (2/Cav)

    CSA CAVALRY: See note at end of this scenario.

    Union DeploymentUnion Artillery

     Hex Units

    B4920 ....................... B/4US battery [minus 2 guns] (Wain-

    wright/I)

    B4819 ....................... E-L/1 NY battery [minus 2 guns] (Wain-

    wright/I)

    B5116 ....................... 5 ME battery (Wainwright/I)

    B5219 ....................... Wainwright

    B5924 ....................... B/1 NY battery (Hazard/II)

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    B5824 ....................... B/1 RI battery [minus 2 guns] (Hazard/II)

    B5624 ....................... A, 4 US battery (Hazard/II)

    B5523 ....................... A, 1 RI battery (Hazard/II)

    B5324 ....................... I, 1 US battery (Hazard/II)

    W/i 1 hex of B5720 .. Hazard

    W/i 2 hexes B6917 ... All batteries of Randolph/III [4 NY is

    minus 3 guns]; 2 ME battery [minus 4guns], (Wainwright/I); B/1PA battery

    [minus 2 guns] (Wainwright/I); Randolph

    C3415 ....................... C/1 NY battery (2 units) (Martin/V)

    C3218 ....................... C/3 MA battery (2 units) (Martin/V)

    C2118 ....................... D/5 US battery (Martin/V)

    C1717 ....................... L/1 Ohio battery (Martin/V)

    W/i 1 hex of C2816 .. Martin

    The I/5US (Martin/V) battery has been eliminated 

    W/i 2 hexes C1714 ... All batteries of Tompkin/VI Artillery

    brigade, except 1 NY battery (7 unitstotal); Tompkin

    B6024 ....................... 1 NY battery (Tompkin/VI)

    B5021 ....................... G/4US battery (Osborn/XI)

    B4720 ....................... I/1 Ohio Battery (Osborn/XI)

    B4620 ....................... 13 NY battery [minus 1 gun] (Osborn/XI)

    B5318 ....................... I/1 NY battery [minus 2 guns] (Osborn/XI)

    B5518 ....................... K/1 Ohio battery [minus 2 guns] (Osborn/ 

    XI)

    B5317 ....................... Osborn

    B5618 ....................... F/4US battery (Muhlenberg/XII)

    B5717 ....................... K/5US battery (Muhlenberg/XII)

    B6312 ....................... E/PA battery (Muhlenberg/XII)

    B6308 ....................... M/1 NY battery (Muhlenberg/XII)

    B5718 ....................... Muhlenberg

    ARTILLERY RESERVE

    B6123 ....................... C/4 US battery (Ransom/1 Reg)

    B5121 ....................... H/1 US battery (Ransom/1 Reg)

    W/1 1 hex of above ... Ransom

    B6523 ....................... 15 NY battery (McGilvery/1 Vol)

    B6424 ....................... 5 MA battery (McGilvery/1 Vol);

    McGilvery

    B6323 ....................... C-F PA battery [minus 1 gun]

    (McGilvery/1 Vol)

    B6723 ....................... 2 CT battery (2 units) (Taft/2 Vol); Taft

    B5120 ....................... 5 NY battery (Taft/2 Vol)

    B5221 ....................... C/WV battery (Huntington/3 Vol);

    Huntington

    B4720 ....................... F-G/1 PA battery [minus 1 gun] (Hunting-

    ton/3 Vol)

    B5220 ....................... H/1 Ohio battery (Huntington/3 Vol)

    B5319 ....................... 1 NH battery (Huntington/3 Vol)

    B6923 ....................... G/1 NY battery (Fitzhugh/4 Vol)

    B6823 ....................... 6 ME battery (Fitzhugh/4 Vol)

    B6411 ....................... 1 MD battery (Fitzhugh/4 Vol)

    W/i 1 hex of B6815 ...... F-K, 3 US and C/5 US batteries (Ran-

    som/ 1 Reg); 9 MA battery (Mc-Gilvery/ 

    1 Vol); 1 NJ and K/1 NY batteries

    (Fitzhugh/4 Vol); Fitzhugh

    HORSE ARTILLERY:

    B6624 ....................... H/3 PA Horse Artillery (Tidball /2 Cav)

    W/i 1 hex of B6815 .. 6 NY and B-L/2 US Horse artillery

    (Robertson’s 1/Cav brigade)

    Union Infantry

    B5521 ....................... Meade, Hunt

    B5621 ....................... Doubleday (I) [c]

    W/i 2 hexes B5115 ... 1/1/I [PL-23SP] [a], (Meredith Repl); 2/ 

    1/I [PL-20SP]; Wadsworth (1/I)

    B5422 ....................... Robinson (2/I)

    W/i 1 hex of B5321 .. 1/2/I [PL-19SP] [b], (Paul Repl)

    W/i 1 hex of B5420 .. 2/2/I [PL-14SP]

    W/i 1 hex of B5923 .. Rowley (3/I); Rowley (Repl) 1/3/I [PL-17

    SP] Brigade Ineffective; 2/3/I [PL-18 SP] Brigade Ineffective; Stone (Repl); 3/3/I;

    3/I is Division Ineffective

    B5721 ....................... Hancock (II)

    W/i 2 hexes B6522 ... Caldwell (1/II); 1/1/II [PL-6SP] (Cross

    Repl); 2/1/II [PL-3SP]; 3/1/II [PL-8SP]

    [d] (Zook Repl); 4/1/II [PL-7SP]

    W/i 2 hexes B5723 ... Gibbon (2/II); 1/2/II [PL-10 SP]; 2/2/II;

    3/2/II

    W/i 1 hex of B5422 .. Hays (3/II); 3/3/II [PL-13SP] (Willard

    Repl)

    W/i 1 hex of B4819 .. 1/3/II [PL-2SP]

    W/i 1 hex of B5424 .. 2/3/II

    B6919 ....................... Birney (III) (Corps Repl for Sickles),

    Ward (1/III) (Div Repl for Birney)

    W/i 1 hex of B6821 .. 1/1/III [PL-13SP] (Graham Repl)

    W/i 1 hex of B6920 .. 2/1/III [PL-14SP] (Ward Repl)

    W/i 1 hex of C1115 .. 3/1/III [PL-9SP]

    C1213 ....................... Humphreys (2/III)

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    W/i 2 hexes C1314 ... 1/2/III [PL-16SP]; 2/2/III [PL-15SP]; 3/2/ 

    III [PL-9SP]

    W/i 1 hex of B6922 .. 1 US SS and 2 US SS [PL-1SP]

    C1816 ....................... Sykes (V)

    C1416 ....................... Barnes (1/V)

    W/i 1 hex of C2518 .. 1/1/V [PL-2SP]

    W/i 1 hex of C1417 .. 2/1/V [PL- 7SP]W/i 1 hex of C1415 .. 3/1/V [PL-8SP] (Vincent Repl)

    C1817 ....................... Ayers (2/V)

    W/i 1 hex of C1916 .. 1/2/V [PL-7SP]

    W/i 1 hex of C1918 .. 2/2/V [PL-8SP]

    W/i 1 hex of C2219 .. 3/2/V [PL-3SP] (Weed Repl)

    C1718 ....................... Crawford (3/V)

    W/i 1 hex of C1521 .. 1/3/V [PL-4SP]

    W/i 1 hex of C2720 .. 3/3/V

    C2313 ....................... Sedgwick (VI)

    C1515 ....................... Wright (1/VI)

    W/i 1 hex of C1217 .. 1/1/VI

    W/i 1 hex of C1719 .. 2/1/VI

    W/i 1 hex of C3215 .. 3/1/VI

    C2516 ....................... Howe (2/VI)

    W/i 1 hex of C3116 .. 2/2/VI

    W/i 1 hex of B6405 .. 3/2/VI

    C1716 ....................... Newton (3/VI)

    W/i 1 hex of B5216 .. 1/3/VI [PL-1SP]

    W/i 1 hex of C1717 .. 2/3/VI

    W/i 1 hex of C1419 .. 3/3/VI

    W/i 1 hex of B4620, . Howard (XI), v. Gilsa (1/XI, Div Repl

    for Barlow);

    4720, 4821, 4921, ..... v. Steinwehr (2/XI), Schurz (3/XI) [e]

    5022, 5122 ................ 1/1/XI [PL-10SP] (v. Gilsa Repl); 2/1/XI

    (25 Ohio is eliminated; rest PL-15SP]

     Brigade Ineffect ive; 1/2/XI (154 NY is

    eliminated; rest PL-15SP] Brigade

     Ineffective; 2/2/XI [PL-1SP]; 1/3/XI [PL-15SP] (Schimmelfennig Repl); 2/3/XI

    [PL-15SP]

    B6511 ....................... Slocum (XII) [f]

    W/i 2 hexes B5214 ... Williams (1/XII), Geary (2/XII); 1/1/XII

    [PL-2SP], 2/1/XII [PL-3SP]; 1/2/XII [PL-

    1SP], 2/2/XII [PL-1SP], 3/2/XII [PL-6SP]

    W/i 1 hex of B5810 .. 3/1/XII [PL-5SP]

    [a] = The Iron Brigade, 1/1/I, is Brigade Ineffective. Give the 24 MI

    6 SP losses and distribute the rest of the SP losses so that all

    regiments are collapsed.

    [b] = The 1/2/I is Brigade Ineffective. Give the 94 NY 5 SP losses

    and distribute the rest of the SP losses so that all regiments are

    collapsed.

    [c] = See 12.7 Design Note in Scenario Booklet.

    [d] = Remove 4 SP from the 140 Pa; the rest from the others.

    [e] = XI Corps is about 2 bullets away from becoming totally

    ineffective.

    [f] = Yes, he’s a bit out of position.

    CavalryAny Cavalry units that are not already on the map do not appear

    except as given in the Reinforcements, below.

    BreastworksThe Union Player may place all of his 45 breastworks counters in

    any infantry-occupied hex(es), within the parameters of the rules

    for such. He may not build any more.

    5.6 ReinforcementsOnly the Union receives reinforcements, as below.

    Staging

    GT Area Units

    1320 11 Kilpatrick [3Cav]; Farnsworth and

     1/3/Cav brigade; E/4 US Horse Artillery

    1340 12 Merritt and 3/1/Cav brigade; K/1 US Horse

    Artillery

    5.7 Victory

    Players amass points by attaining objectives. Hexes must be occu-pied at end of the game; if an objective has more than one hex, al

    listed objectives must be occupied.

    Objective Union CSA

     Culp’s Hill: (B5013 and 5014) 3 4

     Cemetary Hill (B4720, 5020 and 5323) 5 7

     Hexes B6920, C1016 and 1115 1 ea 1 ea

     Little Round Top (C2118 and 2219) 4 6

     Enemy Brigade Ineffective ** 1 1

    ** This includes those already Ineffective at the start of the

    scenario.

    The Player with the most points wins; the bigger the margin, the

    bigger the win.

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    6.0 The Battle of GettysburgThis is the entire battle, and it is a long one. It is best played by teams

    of 3 or 4 players who are willing to set aside about a “month of 

    Sundays,” at least. That is not to say it cannot be played by less, or

    even solitaire (which it most assuredly can). The more the merrier,

    though, players dividing up the commands as they wish.

    6.1 Maps

    All three maps are used.

    6.2 Game Length/Playing TimeThis scenario starts with the July 1, 0700 turn and continues until

    one player achieves victory. It does not end after any specific turn.

    This is, therefore, an open-ended game that can end at any time. As

    such, we estimate that it takes, roughly , 75+ hours, possibly far

    more.

    6.3 BalanceIronically, although Gettysburg was a major Union victory, the

    Confederate Player is favored to win here. Why? Because you, as

    player, can see what is happening and what you have to do, always

    an advantage for the attacker. And that “visual, god-like” advantage

    is enough to favor Bobby Lee.

    6.4 First Turn InitiativeThe CSA Player automatically has the Initiative for the 0700 turn.

    6.5 Initial DeploymentUse the same initial deployments as for the First Day Scenario [2.5].

    6.6 ReinforcementsUse the Master Reinforcement Schedule.

    6.7 VictoryBoth Players can achieve victory as soon as they satisfy either thei

    Geographic Objectives or their Manpower objectives. A player

    does not have to do both; only one.

    The game ends at the conclusion of any single turn in which one

    player achieves either his Geographic or his Manpower objectives

    Confederate Geographic Objectives (He must satisfy all of the

    following):

    • Culp’s Hill (B5013 and 5014)

    • Cemetary Hill (B4720, 5020 and 5323)

    • Hexes B6920, C1016 and 1115

    • Little Round Top (C2118 and 2219)

    • Hex C4645 [a]

    a = The CSA may occupy this hex anytime after the 1400 turn on

    July 3.

    Confederate Manpower Objectives: The Union Player must have

    at least 12 Divisions that are Ineffective. A cavalry brigade counts

    as a division!

    Union Geographic Objectives. These apply only starting with th

    0500 turn of July 2. (He must satisfy all of the following):

    • Gettysburg (B3821, B3827, B3818)

    • There are no In Command infantry or cavalry CSA units on o

    east of the Emmitsburg Road, B4721 to C4645

    Union Manpower Objectives: The CSA Player must have at leas

    6 Divisions that are Ineffective. A cavalry brigade counts as a

    division!

    If both players achieve an objective at the end of a turn, the battle

    is over and is considered a Draw.

    A player may always concede victory, in effect, withdrawing his

    army.

    GAME DESIGN: Richard H. Berg

    DEVELOPER: John Alsen

    ART DIRECTOR: Rodger MacGowan

    PACKAGE DESIGN & COUNTERS: Rodger MacGowan

    MAP RESEARCH: Rick Barber

    3rd EDITION MAP ARTWORK: Mark Simonitch

    RULES LAYOUT: Mark Simonitch

    PRODUCTION COORDINATION: Tony Curtis

    PRODUCERS: Tony Curtis, Rodger MacGowan, Andy Lewis

    and Mark Simonitch

    PROOF READERS: Steve Carey and Gene Billingsley

    THREE DAYS OF

    GETTYSBURG CREDITS

    The situation on the evening of July 2nd.

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    The letters MOMTO means: May Occur More Than Once (during thegame). Otherwise, each event may occur only once.

    A Brigade Depression. The last activated brigade is finished for theTurn. MOMTO

    B Brigade Enthusiasm. The player may immediately activate any onebrigade, regardless of its Efficiency status. This does not count as useof an AM, although it will count for Fatigue. MOMTO

    C Flashman at High Tide. Colonel Harry Flashman, detached by theBritish Army for duty in the US by Queen Victoria as HRM’s officialobserver to the ACW, is now yours to use at any time, as soon, or aslate, as you wish. Place the Flashman counter with any leader orcommander. To use, roll the die and apply the result. Flashman may beused only once per turn. MOMTO (unless #9 is rolled).

    0-2 Place Flashy at the head of any one regiment of your choice thatis going to engage in a Shock Attack. When resolving the shock,roll the die for Flashy: odd, he panics (as usual), causing you tosubtract two (–2) from that Shock DR; even, despite his bestefforts, he leads the charge: add two (+2) to the Shock DR.

    3-5 Based on Sir Harry’s observations while in disguise with theenemy, you may look at all enemy AM remaining in The Pool.

    6–8 Flashman has been captured by the enemy. The opposing playermay now use him.

    9 Flashy is caught in flagrante delicto in a neighboring farmhousewith the daughter of the owner. He is placed in local lockup andis out of the game forever.

     HISTORICAL NOTE: The papers of Sir Harry Flashman, VC, discov-

    ered some 25 years ago, indicate that he served on both sides duringthe war, although in what capacities has not yet been revealed.

     DESIGN NOTE: Harry Flashman is, of course, the marvelous inven-tion of George MacDonald Fraser (and, to be sure, Thomas Hughes.)

     If you haven’t read any of the Flashman books, you are missing quitea bit. If you don’t like this type of fantasy, treat as no event.

    D Reinforcements Delayed.The player rolling this must delay any of hisreinforcements scheduled to enter this turn, that have not yet done so,to the next turn. MOMTO

    E Sniper Fire. The player may designate any one enemy leader withinfour hexes and LOS of any of his infantry units as a target of Sniper Fire.Roll the die. If the DR is odd that leader has been hit and killed.MOMTO

    F Shortened Turn. Randomly and blindly remove two AM from ThePool. They’re not used this turn. MOMTO

    G Reinforcement Entry Changed.The Player may, if he wishes, changethe Entrance Hex of any one group scheduled to arrive, this turn or thenext, one Entrance Area lower or higher (by number). He does not haveto reveal this until the units actually arrive. MOMTO

    H Imboden. If rolled by the CSA Player, the units in Imboden’s Cavalrybrigade are available to enter, next turn, through either SA #1 or #2. Ifrolled by the Union, treat as No Event.

    I Lousy Caissons. The player rolling this loses one gun from the nexartillery battery he moves; its caissons have rotted and collapsedMOMTO

    J Exploding Gun Barrel Kills Crew. The next time the player rollingthis fires one of his batteries, the opposing player rolls the die. If the DRis even: subtract two (–2) from the fire resolution DR and Eliminate onegun. It has exploded. MOMTO

    K The Left Hand of God. The opposing player may move any (yours ohis) two individual combat units that are not in March Mode up to threehexes. This is not a Fatigue Action, and is not considered use of an AMMOMTO

    L Mo’ Better Booze. The player rolling this designates any one of his Urated brigadiers (if he has any of the map) as Drunk. For the remaindeof the “day” (until the next day’s first day turn) that brigadier has:

    • An Orders Rating of –2, A Command Range of 2, and a MovemenAllowance of 3.

    • If he starts an activation adjacent to his Corps or Overall Commander while drunk, the player may cashier the drunkard and bringhis Replacement in, as if he were killed. MOMTO

    M Thunderstorm.  Didn’t happen historically, at least not during thebattle, but it could have (given the weather). Roll the die; halve theresult, rounding down (with a minimum result of ‘1’). It rains for thanumber of turns, including this one. The heavy rain has the followingeffects during the storm: Halve all unit’s MA’s (rounding down), Alactivations over one earn Fatigue, Subtract three (–3) from all FireTable die rolls. Add two (+2) to all Rally DRs. No Fatigue RecoveryAllowed.

    N Panic. The player designates any one unit within three hexes of any ohis (rolling player’s) combat units and rolls the die. If the DR is higherthan the target unit’s Cohesion, that unit has Routed. MOMTO

    O Free Rally. The player may immediately, and automatically, returnany one Routed unit to play, placing it as per 13.52. MOMTO

    P Our Hero! Take the “Hero” marker. At any time during the game thayou need, or want, to influence any dieroll (UDD) that requires usinga unit’s Cohesion Rating, you may play the Hero marker and adjust thaDR two (2) in your favor. Once played, remove the Hero. More than oneHero marker may be in use, but only one per DR. MOMTO

    Q Skiddadle Time. The player designates any one cavalry brigade thadoes not have any combat units within two hexes of any enemy combaunit as being assigned to scouting and rearguard duties. That brigade iremoved from play for the remainder of the game. Exception: Buford’sdivisions may not be chosen until July 2.

    R Hill Ill. It appears that A.P. Hill suffered from some form of illnesswhich often debilitated him at the most inopportune moments. If thisevent occurs, and Hill is not yet on the map, roll the die. If odd, his entryis delayed by one turn; if even it is delayed by two turns. If Hill is onthe map, flip him to his Replacement (R. Anderson) side, He recoversafter 3 turns (including this one).

    S Lee Hors de Combat. Theories abound concerning Lee’s “less thantypical” performance at Gettysburg. Some say a variety of illnessesdisabled him, at least to the extent that they dismantled his focus. Thisevent covers that: you add your “disease” of choice. If/when this evenoccurs: Lee’s Initiative Rating drops to 0, and the CSA Player may noeffect Efficiency Transfer. These restrictions apply for the two turnsfollowing this one MOMTO

    Random Events Table* First Die Roll 

    0–1 2-4 5-7 8-9

    0 B A A A

    1 C B C C

    2 E C D D

    3 F D E F4 G E J J

    5 H F K K

    6 I G M L

    7 K H N N

    8 P I O Q

    9 S K Q R

    * The player rolling for the event rolls dice. The first gives you the column

    and the second gives you the row. Cross index the rolls to find a lettered

    result, and refer to the Explanation of Random Events below.

       S  e  c  o  n   d   D   i  e   R  o   l   l